BR:Conclave of Nature's Embrace

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Conclave of Nature's Embrace

Wardens from the Conclave of Nature's Embrace carry the dynamic intensity of fury and tranquility that of the seasons. Channeling terrifying storms and verdant growth, these wardens are known for their limitless talents and tremendous power over the environment.

Conclave of Nature's Embrace Features
Level Feature
2nd Bonus Cantrip, Natural Recovery, Conclave Spells
6th Mark of Nature
10th Nature's Endurance
14th Aspects of the Seasons

Bonus Cantrip

When you choose this conclave at 2nd level, you learn one additional warden cantrip of your choice.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you regain magicka points equal to the cost of a spell that is half your total warden level (rounded up), to a maximum of 13 magicka points. You can't use this feature again until you finish a long rest.

Conclave Spells

Your mystical connection with the seasons infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to conclave spells connected with the season that represents your connection to the environment. Choose that season – spring, summer, autumn, or winter – and consult the associated list of spells.

Once you gain access to a conclave spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the warden spell list, the spell is nonetheless a warden spell for you.

Spring

Spring represents nature's renewal. A time of growth and fertility. Other symbols include rain and the Green.

Spring
Warden Level Conclave Spells
3rd barkskin, spike growth
5th plant growth, revivify
7th freedom of movement, grasping vine
9th reincarnate, tree stride

Summer

Summer represents nature's bounty. A time of vitality and nourishment. Other symbols include light, heat, and storms.

Summer
Warden Level Conclave Spells
3rd scorching ray, shatter
5th daylight, fireball
7th fire shield, wall of fire
9th banishing smite, conjure elemental

Autumn

Autumn represents nature's harvest. A time of fading and preparedness. Other symbols include decay and the winds of change.

Autumn
Warden Level Conclave Spells
3rd gust of wind, ray of enfeeblement
5th speak with dead, wind walk
7th blight, feign death
9th contagion, insect plague

Winter

Winter represents nature's protection. A time of meditation and reflection. Other symbols include hibernation, snow, and stasis.

Winter
Warden Level Conclave Spells
3rd invisibility, silence
5th protection from energy, sleet storm
7th resilient sphere, stone skin
9th cone of cold, wall of force

Mark of Nature

At 6th level, you gain a magical benefit based on the season you chose as part of your Conclave Spells feature.

Spring

Ally. When a creature marked as an Ally by your Mark of Balance takes damage from an attack, shielding vines burst from the ground in front of it, taking the blow. The vines have hit points equal to your Willpower modifier. If the vines are reduced to 0 hit points, any excess damage carries over to the ally.

The vines hit points increase to twice your Willpower modifier at 14th level.

Enemy. When a creature marked as an Enemy by your Mark of Balance attacks an ally that is within 30 feet of you, the marked enemy is grasped by entangling vines that burst from the ground. The grasped creature is restrained and can make a Strength saving throw as an action on it's turn to escape. The DC is equal your spell save DC.

Summer

Ally. A creature marked as an Ally by your Mark of Balance gains proficiency in all saving throws.

Enemy. You channel the essence of a summer storm into your weapon. When you make a weapon attack against a creature marked as an Enemy by your Mark of Balance, you deal an additional 1d6 thunder or lightning damage (your choice).

Autumn

Ally. When a creature you have marked as an Ally takes damage, they can use their reaction to move up to half their speed without provoking opportunity attacks.

Enemy. Whenever you cast a spell of 1st level or higher on a creature marked as an enemy, the additional necrotic damage you deal is doubled.

Winter

Ally. The first time you mark an Ally with your Mark of Balance, they also gain a thin crystallized shield. The next time the target takes damage within the next minute they have resistance to that damage.

Enemy. The first time you mark an Enemy with your Mark of Balance, the creature must make a Strength saving throw or be restrained by a prison of ice. The DC equals your spell saved DC. The restrained creature can make a Strength saving throw at the end of each of its turns to break free from the prison.

Nature's Embrace

Starting at 10th level, you have learned how to live in harmony with even the most extreme qualities of nature. You no longer suffer any of the negative effects of Extreme Cold, Extreme Heat, Strong Wind, or Heavy Precipitation.

Aspects of the Seasons

At 14th level, you gain an additional magical benefit based on the season you chose as part of your Conclave Spells feature.

Spring's Renewal. As an action, a warm, rejuvenating aura radiates from you for the next minute. All friendly conscious creatures within 30 feet of you gain 1d6 hit points at the start of your turn. All friendly unconscious creatures within 30 feet of you gain advantage on death saving throws.

Once you use this feature, you must finish a long rest before you can do so again.

Summer's Storm. As an action, you take on the devastating spirit of a summer storm for the next minute. You gain a magical flying speed of 60 feet and gain resistance to lightning and thunder damage. Additionally, when you use the Attack action, you can make one weapon attack as a bonus action.

Once you use this feature, you must finish a long rest before you can do so again.

Fall's Decay. You attack foes that have been wounded with swift ferocity. You gain a +2 to attack rolls against wounded creatures. Additionally, when you hit a wounded creature with a weapon attack, the creature takes an extra 1d8 necrotic damage. You can deal this extra damage only once per turn.

Winter's Herald. You gain +1 bonus to AC and have resistance to cold damage. Additionally, as a bonus action, you can freeze the ground in a 10 foot radius around you, which is considered difficult terrain.